Sir Farin Quarrymeade
D&D 5th Edition | |
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GM | |
Mark | |
Milestone | |
Level 13 | |
Characters | |
Sir Elric, Human Champion Marigold Banks, Halfling Attendent Gleeman Alastar, Tiefling Harald Lady Aldreda, Half-Elf Schemer Gion of Velen, Human Mystery Sir Farin Quarrymeade Dwarf Noble |
Ser Farin is a lawful neutral level 13 Dwarf Rogue Mastermind.
Clan History
Farin, Lord Quarrymeade, to Lord Elric, son of Duke Taewynn, of House Stormbringer, good tidings and sincere affection.
Our last meeting being a time of merriment and feasting, we were honored and surprised at the interest you placed in our own trifling clan history, and desire to learn about our own home and land. If it pleases you, a light and brusque history of the realm may herein suffice.
The so-called Iron Mountains are but a segment of the Cloud Mountains, and nonetheless, a part of the same kingdom stretching beneath the mighty range. Indeed, a part of the same rich dwarven kingdom called such for the iron the mountains yielded and the steel that issued from our mighty forges!
Wisdom leads us to temper that - amusements aside- with the trade with Crimmor as the trade road passes overhead. With tempestuous gale and flurry of snows, even this mighty road is no match for winter. As it is, the mountains are veined with several passes, including some lower to the plains and not as high as the dragons, however, they do not sustain more than a cart-width at times.
With great prosperity and fortune, the welcoming halls underneath may provide a warm welcome to the merchant caught in an early blizzard, the heartiest of adventurers, and to the weariest of travelers in like kind. Our east-flung halls soon turned to a homely waystation for all free folk. Just as many rivers continue to flow under a sheen of thick ice, so too does trade and travel through the Cloud Mountains!
Indeed, our great and foresighted King had the desire to strengthen this region of his realm, in riches drawn and barter made. The King Under the Mountain created several official lordships with duties - actual duties rather than just titles - a big change from the years of waning. Into this scene stepped our enterprising progenitor, The Quarrymeade Himself, our great ancestor turning to making mead and ale instead of sword and axe, growing such in stature and worth that the King saw fit to raise Him.
The founding legend states that in a desperate search for a new vein of iron, a dwarven team delved along a mountainside above the sources of the Weng. Feeling a strange hollow, the Quarrymeade struck with pick and discovered a shallow cave inhabited by bees, quarrying out the first apiary!
Quarrymeade is well remembered for bringing a new vitality to the Eastern kingdom and it is said he is descended from the shield dwarves of the North who first sought refuge in these Southern mountains. Not one of the fancy gold dwarves! No! Some say that is why he could indeed both quarry and make mead! But that is a joke we tell amongst ourselves, much like the bee legend. But the bee appears on the Quarrymeade sigil; it is on our cask seals and the banners so seeing it abroad is seeing, and smelling, and drinking, a bit of home.
When young dwarves question the story, as they are wont to do, they are asked in turn... What did you put on your breakfast bread? Honey. What makes honey? Bees. Who cares for those bees, hmm? Dwarves!
Although a legend, we care for the bees, and their honey, and, of course, the mead that is our own gold. These bounties of the mountains are well regarded and enjoyed, though meads are made with other honey traders are willing to bring in quantity, of course.
The memory of dwarves runs long and deep, much like our halls and mines. In any case, this ancestor of ours got the name Quarrymeade, is The Quarrymeade, and we Quarrymeades, except one or two breaks in the line, have been lords in the Iron Mountains ever since.
May this humble tale satisfy and please you, so that you may think well of our home a little more, as our halls would not compare to the glory of your own realm!
May your fires be as warm and glad as our own.
In hearing this, your own Ser Tygart was witness. By my own witness and that of Ser Tygart, signed:
FQ
Personal History
The Thrane of Meade’s Runne, his Lordship Reysti Gott Quarrymeade, wishes good tidings on the reader and a kind disposition towards the bearer, as one might do well to any traveler and a welcome to a new home abroad.
While it is on my behalf that this introduction is made, I must also pass on the hopes of surety and blessings from Solia, Duchess of the Meadelodes and Apiary-Under-the-Mountain. Glad tidings to all!
The bearer of this letter will be mine own nephew, the son second-born of The Lord Quarrymeade Elgar Verda, Duke of the Meadelodes and Earl of Apiary-Under-the-Mountain, second of his name, and Solia, Duchess of the Meadelodes and Countess of Apiary-Under-the-Mountain, the youngest daughter of the King of the Iron Mountains and Cloudreach Halls, and younger brother to Lord Aron Voru Quarrymeade, Earl of Apiary-Under-the-Mountain.
It is by my sign and sigil as a long and upstanding member of the Club of Second Sons that I do herein recommend the young Lord Farin Quarrymeade to join our humble and noble fraternity with all the rights and privileges that toil and training do confer upon us.
The young Lord is already a keen study at sword and ax, grounded in his schoolings, and learning dragonchess. For a lad he is fair and diplomatic in speech, and he inclines to a type of discretion and observation that does well in our brotherhood. The young Lord is quite nimble, and may possess certain aptitudes for fine work and lifting, of which it is my most sincere desire that he be tested and challenged.
If it so pleases the council, accept our humble recommendation and install the young Lord Farin Quarrymeade in our venerable institution, the Second Sons Club.
With Seal
With Sigil of the Second Sons
R.G.Q.
Character Statistics
Basic Statistics
Passive Skills: |
Derived Statistics |
Vitals |
Attributes
Strength | 16 (+3) | Dexterity | 14 (+2) | Constitution | 18 (+4) | ||
Intelligence | 17 (+3) | Wisdom | 11 (+0) | Charisma | 18 (+4) |
Proficiencies
Proficiency bonus: +5
- Initiative modifier: + 12 = + 2 [dexterity] + 5 [proficiency] + 5 [alert]
- Attack (handheld / thrown): + 8 = + 3 [strength] + 5 [proficiency]
- Attack (missile / finesse): + 7 = + 2 [dexterity] + 5 [proficiency]
Weapons and Armor
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Armor
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Tool Based
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Languages
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Proficient Skills
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Proficient Saves
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Current Saves
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Skills
Skill Name | Key Ability | Total Skill Modifier | Ability Modifier | Proficiency Modifier | Expertise Modifier | Misc Modifier | ||
Acrobatics | Dex | 7= | 2 | 5 | ||||
Animal Handling | Wis | 0= | 0 | 0 | ||||
Arcana | Int | 3= | 3 | |||||
Athletics | Str | 3= | 3 | |||||
Deception | Cha | 9= | 4 | 5 | ||||
History | Int | 8= | 3 | 5 | ||||
Insight | Wis | 5= | 0 | 5 | ||||
Intimidation | Cha | 4= | 4 | |||||
Investigation | Int | 8= | 3 | 5 | ||||
Medicine | Wis | 0= | 0 | |||||
Nature | Int | 3= | 3 | |||||
Perception | Wis | 9= | 0 | 5 | 4 | |||
Performance | Cha | 4= | 4 | |||||
Persuasion | Cha | 13= | 4 | 5 | 4 | |||
Religion | Int | 3= | 3 | |||||
Sleight of Hand | Dex | 7= | 2 | 5 | ||||
Stealth | Dex | 11= | 2 | 4 | 5 | |||
Survival | Wis | 0= | 0 |
Feats
Alert:
- +5 bonus on initiative
- cannot be surprised while conscious
- other creatures cannot gain advantage on attack rolls while being hidden from you
Observant:
- +1 Wisdom
- lipreading
- +5 to passive wisdom - perception
- +5 to passive intelligence - investigation
Skilled:
- added proficiency bonus to 3 skills:
- investigation, acrobatics, and deception
Keen Mind:
- +1 Int
- Always know North
- Always know hours left till next sunrise or sunset
- Can recall accurately anything within the past month
(May take feats instead of ability increases.)
Race, Culture, and Background
Dwarf
- Dwarves receive +2 constitution (already included).
- Can move 25 feet even if in heavy armor
- Darkvision (see 60 feet black-and-white in pitch-dark)
- Dwarven resilience: Advantage on saving throws against poison, and resistance against poison damage
- Tool proficiency: This dwarf chose proficiency as a brewer.
- Stonecunning (always proficient with double the proficiency bonus on history checks related to stonework; cannot become lost underground)
- Dwarven armor does not count against encumbrance.
- Proficiency with Battleaxe, handaxe, light hammer, and warhammer
- Tend to lawful and good
- Languages: Common and Dwarven
- Age the same as humans, but considered young until about 50 or so
Mountain Dwarf Subrace
- Mountain Dwarves receive +2 strength (already included).
- Armor Mastery: Proficiency with light and medium armor.
- Tend to the taller and fairer side
Noble
- Farin is the second son from the Iron Mountains, sent for goodwill to ally with Sir Elric
- You are proficient in riding a horse.
- One extra language of your choice, took Draconic
- You are proficient with at least one kind of gaming set. Consider bringing one. - Took Dragonchess
- Skill Proficiencies: History and Persuasion
- Fine clothes, signet ring, scroll of pedigree, and a purse with 25 gp
- Feature: Position of Privilege - treated and welcomed as nobility or high society, can gain an audience with local nobles, peasants treat w/deference, etc.
Class Advances
Level 1: Rogue
- Armor: light armor
- Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools
- Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth. Took:
- Speak Thieves cant
Level 1: Expertise
- At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Again at 6th level. Have taken: Thieves Tools, Stealth, Sleight of Hand, Perception, Insight
Level 1: Sneak Attack
- Currently Add 7d6. Increases on the odds, so next will be at Level 15, to 8d6
Level 2: Cunning action
- take a second action to dash, disengage or hide
Level 3: Mastermind Level 3: Mastermind: Master of Intrigue
- Proficiency with the disguise kit, the forgery kit, and one gaming set of your choice (cards). You also learn two languages. Took: Elvish and Undercommon
- Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Level 3: Mastermind: Master of Tactics
- You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of
you, if the target can see or hear you.
Level 4: Ability Score Increase or Feat
- Chose Feat
Level 5: Uncanny Dodge
- When an attacker you can see hits you, can use your reaction to take half damage.
Level 6: Expertise
- Choose two more proficiencies (in skills or thieves tools) - skills chosen:
Level 7: Evasion
- When subjected to an effect that allows for a dex save to get out of the way and take half damage, take no damage and take half if failed.
Level 8: Ability Score Increase or Feat
- Chose Feat
Level 9: Insightful Manipulator
- Sneak attack now 5d6 and proficiency bonus at +4. Insightful Manipulator: If you spend at least 1 minute observing or interacting with another creature outsidecombat, you can learn certain information about its
capabilities compared to your own. The DM tells you ifthe creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Intelligence, Wisdom, Charisma, and/or Class levels (if any). At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.
Level 10: Ability Score Increase or Feat
- Chose feat
Level 11: Reliable Talent
- When you can add proficiency bonus, treat a roll of 9 or lower as a 10.
Level 12: Ability Score Increase or Feat
- Chose feat
Level 13: Misdirection
- You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Remaining Advances from Mastermind
Soul of Deceit
- Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic
Characteristics
Background Points
- Courteous
"Correct words and demeanor can win many wars."
- Vivacious
"We aren't called Quarrymeade for nothing!"
- Loyal
"One must always have something to be faithful to."
- Discreet
"Subtly, much can be accomplished, even in front of another's eyes.
Ideals
- Dependability
"Loyalty, trust, and action for kin must be counted upon."
- Impartiality
"Be firm but fair, and you will be respected."
Bonds
- Allegiance is owed to Farin's father, and to Farin's brother, the heir.
"My life is my kin. Hopefully they will see it."
Flaws
- Opportunistic
"Like in chess: if your opponent leaves an opening, take it."
- Criminal
"It so happens that the item in question fortuitously fell into my possession."
- Well-Meaning
"My intent was to do good."
Equipment
Encumbrance: 90lb (Light, -10); 180lb (Heavy, -20); 270lb (Maximum)
Carried: 66lb on person, +60 Personal, +135 Pack. )
Heavy encumbrance includes additional disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity.
Dwarf armor does not count for calculating encumberance.
Weapons
+6 to hit; 1d8+4 [slashing, versatile (1d10 slashing)]
+6 to hit; 1d6+4 [slashing, light, thrown (range 20/60)] |
+6 to hit; 1d4+4 damage [Light, piercing Thrown 20/60]
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+6 to hit; 1+4 [bludgeoning] |
Armor
- Breastplate {20lb}
[Max dex +2, +4 AC]
- Steel Shield {6 lb.}
[+2 AC]
Gear
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MOUNT TO EDIT
War Horse (Palen):
- Riding Horse {100 sp, 0lb}
- Military Saddle {50 sp, 25lb}
- Saddlebags {4 sp, 8 lb}
- Bit and Bridle {5 sp. 100 lb}
- Scale Barding
Statistics
Large beast, unaligned)
Speed 60 ft. )
Armor Class 15)
Hit Points 24 (3d10+3) )
Strength | 18 (+4) | Dexterity | 12 (+1) | Constitution | 13 (+1) | ||
Intelligence | 2 (-4) | Wisdom | 12 (+1) | Charisma | 7 (-2) |
Perception (passive) 11)
Encumbrance: 180lb. (Light -10ft), 360lb. (Heavy -20ft), 540lb. (Maximum) )
Kick: Melee Attack +4, 2d6+4 damage, Reach 5 ft. )
Sure Footed: Palen has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.
Trampling Charge: If the horse moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.
travelling with samrdog the hoper with porcelain